Thursday, June 30, 2016

Dev update #17

VRidge launch

Last week we started selling VRidge as premium product. We had to create some quick client and server side hotfixes to keep everything running smoothly. We added some checks for exotic PayPal error codes too. Everything is currently operating normally and we started getting back to regular development schedule.

If you can't use PayPal remember that you can send us an e-mail (support@riftcat.com) to process payment manually through TransferWise. More payment options will come after we fix bugs we promised to fix a while ago (Intel-, MediaTek- and Kirin-chipset phones, etc.).

What's next?

We want to continue with frequent updates but every change, even the slightest one, can break something. For example, we can add a lot of optimization in an update that will improve experience for 99% of our users but break stuff for the remaining 1%. It sounds good statistically but this would mean that a lot of users (the last 1%) would have problems they didn't have earlier. We of course would fix those new bugs but this takes time.

Forced updates are not the greatest user experence - that's why we decided to split updates in several branches.

Beta update branch will be updated few times a month (probably once a week like we used to do in beta phase). Use it if you want to be first to access new features and bug fixes.

Stable update branch will be updated less often, every few weeks. We don't want untested changes going live for everyone as forced update.

Previous stable updates will contain stable versions from the past. If somehow beta bugs make it into stable branch you will be able to switch back to previous versions and ignore updates.

This will not always work. For example, VR SDKs, graphics drivers or some other condtions can change in a way preventing backwards compatibility. We're not always in control but we will try our best to give you the most options.

Client update with branch selection should be available next week.

But what about features?

If you are signed up for Android beta releases (you can join & leave beta channel here) you will see an update 1.0.1b in few hours. We updated our app to use Google's latest VR SDK instead of Cardboard SDK. This shouldn't break anything and it brings improved tracking and native drift-correction for default tracking algorithm. Also, this is first step in Daydream's direction. We are really excited about Google's plans for VR. Check out the beta update and tell us if you notice any improvements in default tracking algorithm.

If it causes additional crashes let us know so we can fix it before pushing this update into stable channel. :)

We also started working on GearVR version. We are in early stages and we're still assessing the amount of work required to create native GearVR Vridge app. We'll keep you updated!

One of the best updates yet, the new tracking is MUCH improved. This give me a lot of hope that when the daydream phones come out later in the year this app will actually be quite usable (my one plus is just too blurry).

I have a new problem since the last update. The settings menu does not want to save my settings when I hit OK. This includes resolution, bit rate sensor use, etc. I hit OK and the window stays open so I have to hit cancel to close.

Hello. I want to buy your program, but I have a Asus zenfon 2 ze551ml. I really hope that you will be able to provide a convenient work with the program, and with this smartphone. I look forward to the news. (I am from Moscow)

Currently we only have Atom feed:http://blog.riftcat.com/feeds/posts/defaultIf you paste link above to any Atom/RSS reader it should work. There are services that offer Atom-to-E-mail newsletters but I haven't tried any of them so can't recommend anything solid.

This looks interesting but it still looks to early in development to integrate. When it comes to hand control our main focus is Daydream because Daydream will be probably the most widely available tech in the future.

It is posbible to add support of old (fermi) nvidia optimus laptops (like gt 630m)? Because now Intel QS not working on this laptops with win10 (steamvr run correctly and tracking work fine, but stream not working)

It keeps repeating awaiting VR stream connection on my phone and it's telling me that both my computer and phone are connected but every 2 seconds into starting a game it crashes and says VRE.Vridge.Transmission has stopped working, i've tried on multiple games with the same result. Any help please?